Research provable end-to-end on DATA's real tree (realtech.test.ts), not
just a fixture. Cooler aura ~triples a hot generator's run. Constants
exported. Reference factory ships slabs.
For the orchestrator:
- the demo needs one line from you: the reference build uses two gated ids
so it is a post-research save now. Dispatched cold it comes up 100 draw
vs 80 gen and browns out -- I watched it. referenceFactoryTech(data)
names the techs; testkit.grantResearch() opens them. Proposing a dev-only
{kind:'grantResearch'} command instead of importing test helpers
- DATA fixed the tech bootstrap mid-round and was right to: it was circular
and 0 of 24 techs were affordable at start
- asic-cooler still has no coolRadius, so its aura is inert in the game
- cooling cap 0.05/tick is my call; reasoning in NOTES
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Confirms the units conversion (bufferCap 240 = 8.0s of cover at a 30/s
deficit) and reports scram survival: first scram t434, restart t934,
~718-tick duty cycle, ZERO brownout ticks across 20k, melt rate unchanged.
For the orchestrator:
- heat semantics need a one-line ruling. heatPerTick is GROSS in my model
(net = heatPerTick - coolPerTick). DATA's committed 0.0025 against the
0.004 default nets negative -- the decoder could never scram. Their
in-flight 0.0033/0.001 works, so we agree by luck of timing.
- the codex's literal bloom loop is not expressible with per-grade recipes
- asic-cooler does nothing without a spatial heat mechanic
- my sim code landed inside 45003db [ui] REMOVE mode: the shared tree has
one git index and an add-everything commit in another session swept it.
Not a UI ownership violation. Suggest a no-`git add -A` rule.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Boots createSim() + createUI() on the real data/*.json, builds
referenceFactory(), and pumps ticks through the same update(snap, events) path
main.ts uses — then reads the actual DOM. No mocks.
Confirms what the round asked to see with eyes but the harness wouldn't allow:
heat climbing to THROTTLING and then SCRAM on a software decoder (inspected via
the real pickTile -> entityAt -> open click path), the unit still reading SCRAM
while it cools back below 1.0, SANITISING on real anchor-slab shipments,
NEXT IN TRAY matching SIM's real queue, a real standing order reaching the head
and stamping the fax, and remove mode demolishing a real entity.
Why headless: the browser pane backgrounds the tab, which pauses rAF, so the
live page advances ~10 ticks per screenshot — SCRAM needs ~435 ticks of
continuous generation, and parallel lanes' HMR reloads wiped the world every
minute or so. Same code, deterministic, milliseconds, and it stays a regression
test.
The reference factory never ships anchor slabs — it recycles them into the
i-only assembler by design — so the SANITISING case demolishes that assembler
and drops an uplink on it, which is what a player would do.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reference factory holds: melt at tick 1247, still shipping at 20,000,
demuxer never jams. Heat curve and scram/throttle decisions documented.
Main thing for the orchestrator: data/ has none of the v2 fields, so heat
and buffer tanks are implemented and tested but inert in the real game --
the software decoder cannot overheat until DATA gives it a heatPerTick.
Suggested starting values included. One contract request: coolPerTick.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reports the M1 melt chain working (tick 1149) and two things the
orchestrator needs to decide: the DoD chain no longer exists after
LANE-DATA's codex landed (mosh now eats gop-crate, melt is 8 machines
deep), and the M1 factory deadlocks at ~tick 1200 on byproduct surplus
with no legal overflow. Proposes splitters as the fix.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>